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How can we improve Dominion's point system?

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Mirror ?? Senior Member
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06-18-2012

All of the following assumes you guys have the mechanics to make these things work. =D

Philosophical stuff:

1) Why not grant interruption credit to everyone on the point's area when an enemy stops channeling - instead of when an enemy's channel is hard-broken? This would have a couple benefits:

- It would account for proximity interruption, since often all it takes is the threat of an approaching champion to get someone to back off.
- It would bring the team average closer together by having more "flat" or shared points available. When I introduce friends to the game mode, having half (or less!) the score of the top spots can be as demoralizing as a loss when they feel they've just played their heart out. Side-note: I think the mode could use a few more point-flatteners.

2) Martyr's a cool idea to help new players get the concept that it's often better to die having defended a point than to escape having lost it, but I think it could be more accurate so that the reward is focused on the right behavior:

- The reward should be large if you die at an uncontrolled point (because you were obviously fighting to control it).
- It should also be large if you die at an enemy point with an ally in a nearby radius (because you likely died so that your ally could live on to capture).
- It should remain large if you die on a friendly point.
- You should get little or no Martyr credit for dying alone on a point that remains enemy-controlled, because that action is not more useful to your team than you losing a duel in the middle of the map.

Technical stuff: I think the "On-point" radius could/should be increased to the actual reasonable combat radius of the point. Mainly the area "behind" the point, where the health relics are. If you hide back there to surprise an approaching enemy, you're outside the range for Point Defense credit. If you die back there while kiting enemies away from the point, you're outside the range for Martyr credit. Same for kill on point, etc.

 
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MMKH ?? Senior Member
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06-18-2012

I always get a surprising amount of points whenever I play AP Corki. This probably means that a lot of the points comes from interrupting captures and dying on points for the Martyr bonus lol.

 
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ArlanKels ?? Senior Member
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06-18-2012

So right now you get points for:
Supporting(Healing, buffing, helping to stab people with sharp things)
Capturing a point
Assisting to capture a point(Sometimes merely by standing near a captured point as it's captured?)
MURDER
Grabbing health shrines
Standing near a captured point(Point defense)


Do you get points for killing creeps? I don't know :|a

But beyond those what could you even do?

Alright guys lets actually think about this as complicateidlaidfxy as possible. Yes that's a word, leave me alone.

If you could code anything whatsoever into the game in regards to point bonuses what would it be?
Proximity to teammates(limited to 2 people to try and curb 5 man roams?)
Proximity to enemy? Proximity to enemies near your tower? Proximity to enemies not near their towers?
Putting some sort of coded point priority based on enemy behavior? Like if 4 enemies are near windmill and you run in and 1v4(Proximity thing again) then you lose points?

:|a

 
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RBeckham ?? Senior Member
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06-18-2012

Quote:
Originally Posted by RiotNome View Post
But the general idea is that the point system should give players a point of reference and positive reinforcement for being legitimately useful.
Then "points" should be nothing more than indication of damage you've delt to the enemy nexus (since that is the winning factor). A kill/assist or point capture means your personal "score" rises and a player can gauge their individual value.

In Summoner's Rift, it is just as impossible to accurately judge how an action affects the game. If there were a way to quantify the value of an individual on the team, we wouldn't have the ELO system making radical adjustments to our rating due to one player's poor performance in one game.

As it stands, standing on a point is not helping you win the game. Often enough, standing in the jungle brush next to a speed shrine is better. Grabbing a health shrine when you don't need it, but could need it in a moment, also doesn't make any sense as to why that's winning the game. And if i'm a character with a scarey ranged skill that's causing players to hesitate an approach? You can't measure that. So why try?

Destroy the enemy nexus is the goal, so why isn't that the focus of what points serve to accomplish?

 
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WaterD103 ?? Senior Member
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06-18-2012

The score system is useless. I'm a dominion player and I don't see it's use. It doesn't tell me any information that can be usefull to play. What annoys me is that Creep kill would be usefull to have (to know how well i'm farming bot or elsewhere compared to other players and how that farm advantage is actually impacting on my win rate).

The score is a Noob-trap and is damaging to the development of a dominion player. Their brain lose time trying to improve in a place where it's worthless to improve.

The solution to ease the barrier of entry or make the game more intuitive is to give tips, or make a tutorial. Or whatever.

Creating a system that confuses people just make things way worse. I really want more new players coming into the game, for that reason, i think the score system should be removed.

 
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Nirosu ?? Senior Member
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06-18-2012

Quote:
Originally Posted by RiotNome View Post
Would you say then, that an aggregate score is less useful than multiple metrics with no clear ranking?
I think a multitude of metrics being listed without a score might actually be better. Though making the metrics have meaning might be a bit difficult. Along with a players score shouldn't really be the judge of a good player in the slightest. Just like in summoners rift a good k/d/a score or bad one doesn't tell the full story and the importance of it should be small and only be used as a way to award good decision making which is very dynamic.

 
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Slivyrr ?? Senior Member
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06-18-2012

Quote:
Originally Posted by FOODFOOD View Post
Hm, you know, I like this also.
Yay, likes!

 
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GutsyBat ?? Senior Member
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06-18-2012

Quote:
Originally Posted by RiotNome View Post
Would you say then, that an aggregate score is less useful than multiple metrics with no clear ranking?
I haven't played dominion in a while. But why not mix the two?

Have a kills/Caps/Defenses/Storm Shield/Health packs/etc. and than have a total points.

That way players can give their value to the team a quantitive value, while also seeing how they earned it!

 
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Talith PA ?? Senior Member
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06-18-2012

Quote:
Originally Posted by Sauron View Post
1). Remove Martyr, especially for dying on an enemy's point.
2). Reward pushing minions to turrets, and killing those minions.
3). Increase score gain for point defense and getting storm shield.
4). Increase score gain for assists.
5). Increase score gain for interrupts.
6). Point capturing score gain should consider partial captures, not just who is present in the area when someone else finishes.
7). Invent a score gain for successful jungle skirmishes/bushwhacks.
On stormshield, it should reward every teammate in the area as well. It is generally crazy to try and get it by yourself without knowing where everyone is on the map unless you have your team guarding you while you pick it up. If everyone equally gains points then it encourages making sure the person that benefits from it the most gets it.

 
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GutsyBat ?? Senior Member
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06-18-2012

Quote:
Originally Posted by Talith PA View Post
On stormshield, it should reward every teammate in the area as well. It is generally crazy to try and get it by yourself without knowing where everyone is on the map unless you have your team guarding you while you pick it up. If everyone equally gains points then it encourages making sure the person that benefits from it the most gets it.
Make sense. I mean the Soraka healing you while you fight off enemies still deserves points for securing SS.